Fixing Fleet Movement: The Multi-Hop Breakthrough
The day began with a curious issue — fleets would stop at their first waypoint instead of continuing to their final destination. If I ordered a fleet to travel across five star systems, it would jump to the first and then just… stop.
There were two culprits:
The Zig simulation backend was missing multi-hop continuation logic.
The
has_planned_routeflag wasn’t being properly set during deserialization.
I fixed both by adding continuation logic to the Zig fleet arrival handler and correcting route flag inference from the route array. Fleets now correctly travel across all waypoints to reach distant colonies.
Event Manager Revival: “Salvage the Past” Returns
Next, I discovered that the “Salvage the Past” event — which provides narrative context and a small resource bonus at game start — wasn’t firing.
The cause? The Event Manager was still trying to load from a deprecated JSON file instead of the new TOML configuration system. After migrating all configs months ago, this subsystem had simply never been updated.
I replaced the hardcoded loader with a TOML-based one through the Config Manager, added automatic format conversion (snake_case → camelCase), and fixed an autoload order issue that caused Event Manager to initialize too early. The fix was simple but pivotal: moving Config Manager earlier in the autoload sequence. Events now trigger properly again.
Research System Overhaul: Persistence, Costs, and Effects
The research system was next — and it was a tangle. Research progress wasn’t persisting correctly after saving and loading, and techs were completing at incorrect cost values. Digging in revealed:
A serialization key mismatch (
active_techvs.active_tech_id)Corrupted deserialization from nested research dictionaries
Over-accumulating progress past 100%
Flat serialization structures incompatible with the Godot side
I rebuilt the serialization/deserialization layer and restructured ResearchState, SimEmpire, and TurnSimulator to restore consistent persistence.
But research completion costs were still wrong — some techs completed at arbitrary thresholds. The problem was broken tier-matching logic: Zig was inferring tech costs from tiers instead of fetching them from the TOML configuration. After replacing it with proper ID-based lookups, research now respects real costs.
Finally, I discovered that tech effects weren’t being applied when research completed. The Zig backend had a “simplified” completeTech() function that unlocked techs but didn’t apply effects or send notifications. I implemented a temporary workaround in the TurnSimulationService, post-processing newly completed techs and calling the full Godot-side applyTechnologyEffects() method.
This fix is documented for a proper long-term solution in TODO_TECH_EFFECTS.md, which estimates a 15–20 hour implementation.
Planning for Parity: Building a Structured Roadmap
After the bug marathon, I shifted to long-term planning. The Zig backend currently includes 10 simplified systems — construction, combat, AI, events, and more. To bring full parity with Godot, I created a detailed roadmap across five new documents:
Zig Implementation Plan — 13-week roadmap with system-by-system breakdowns, totaling 360–450 estimated hours.
Zig Parity Roadmap — Executive summary showing 8 full systems, 10 simplified, and a move from 65% tolerance to near 0% parity.
Parity Test Examples — Deterministic test specifications for construction, combat, AI, and events using exact RNG seeding.
Zig Parity Progress — Session tracking, milestone checklists, and velocity metrics.
Session Workflow Guide — Practical start/during/end checklists for ongoing development.
Phase Five Complete: Construction System Implemented
With the roadmap ready, I dove into Phase Five — Construction.
This system enables both turn-based building construction and production-based shipbuilding in Zig. I created:
SimConstruction.zig(withConstructionOrderandConstructionQueue)Extended
SimGalaxyfor build and ship queuesAdded processing to
TurnSimulator
Each construction order tracks 13 fields — progress, turns, costs, and more — while queues handle FIFO operations. The logic now supports both building completion and ship production (logged for now, pending full ship creation parity).
The system clocked in at 8 hours — 33% ahead of the 12–16 hour estimate.
Current test results:
339 Zig unit tests: ✅ Passing
739/740 GUT integration tests: ✅ Passing
Zig parity stands at 1/7 phases complete (14%).
Construction Bugs & Fixes
The new construction system exposed three deeper issues:
Disappearing Orders — Planets lacked
system_idafter deserialization. Fixed by setting it duringStarSystem.from_dict().“Unknown Building” Labels — Type strings weren’t deserializing properly. Implemented a temporary queue-preservation workaround.
Wrong Building Creation — Empty item types caused incorrect building spawns. Fixed via state preservation until full parity logic is in place.
Smarter Documentation: Resume Management Automation
Finally, I overhauled documentation. The massive RESUME.md file had grown to over 2,000 lines, bloating context windows. I:
Archived sessions 1–59 to a separate file
Reduced
RESUME.mdto 400 lines (80% reduction)-
Created two new Claude agents:
Resume Writer Agent — auto-archives when context exceeds 150K tokens or on “done for today”
Resume Reader Agent — summarizes state at session start
Now, context is lean, searchable, and structured for long-term development.
Technical Summary
Yesterday’s session generated 13 commits and over 1,000 lines of code changes:
Fleet multi-hop fix — 34 lines
Event system TOML migration — 63 lines
Autoload dependency fix — 1 line
Research persistence & cost fixes — 128 lines
Tech effect workaround — 53 lines
Planning documents — 2,000+ lines (5 new files)
Construction system — 454 lines
Construction bug fixes — 108 lines
Resume refactor — 1,500 archived lines + 2 Claude agents
Current Status
✅ Fleets now travel through multi-hop routes.
✅ Events trigger properly at game start.
✅ Research completes at correct costs and applies tech effects.
✅ Construction system is fully implemented in Zig.
✅ One of seven parity phases complete (14%).
✅ Documentation system streamlined and automated.
This marks a shift from “fixing bugs in the Zig backend” to “systematically implementing full system parity.” The new roadmap provides the structure to reach 100% Zig simulation parity over the next 13 weeks.
Next up: Phase Nine — Combat Resolution, estimated at 24–32 hours.
You can follow ongoing updates and technical breakdowns at mrphilgames.com.
Thanks for reading — and for joining me on this journey to build Stellar Throne from the ground up.
— MrPhil